find a rock and smack some trees with it until you have 4 crafting pedestals

Now place them down like this:
You can right-click on the pedestals to place items on them, and you can right-click on the center bench to craft using them.
(Use unified_inventory to find recipes)
you can use the pedestals to chop logs into wood by punching them with an item in the axe group while the logs are on the pedestal.
The crafting bench and pedestals can be upgraded by punching them with a steel ingot, then placing them like this:
(you will need to make 4 more pedestals)

The campfire will cook items placed on it by right-clicking.
Re-fuel it but punching it with planks.
Be warned: it will destroy items that can't be cooked.

The smeltery structure works like this:
the fuel plate accepts coal as fuel in the same way as the campfire.
The hob accepts items in the same way as the campfire and pedestals.
The fuel plate will heat any hob within a certain radius regardless of position.
example:
all of these hobs will cook items when the fuel plate is fueled:
and that's about it. Have fun!

Depends: default, unified_inventory?
License: CC-BY-SA 4.0

Last edited by PolySaken on Fri Apr 03, 2020 22:46, edited 2 times in total.

The latest release (0.2) includes a storage Hamper, which can store a large number of one kind of item.
right click to add items to it
punch it to take one item
destroy it to have it drop all the items it's holding

Is there a way this could be made to work with other mods crafting recipies? Something like a setting to use default crafting recipies on the table, or something that converts the crafting recipies to this mod's format? I would love to use this in a realistic subgame but incompatability with most mods is my main issue.

Diamond knight wrote:Is there a way this could be made to work with other mods crafting recipies? Something like a setting to use default crafting recipies on the table, or something that converts the crafting recipies to this mod's format? I would love to use this in a realistic subgame but incompatability with most mods is my main issue.

The huge differences in recipe style would require a manual rewrite of all the recipes, since each one can use eight items at most.

Will probably have to do that then, will be easier with the way my subgame deals with technological development (the base subgame starts out with no tools or manmade things, and it will have "tech mods" to enable teching up on a per world basis, which will need a rewrite of most mods anyway)

Diamond knight wrote:Will probably have to do that then, will be easier with the way my subgame deals with technological development (the base subgame starts out with no tools or manmade things, and it will have "tech mods" to enable teching up on a per world basis, which will need a rewrite of most mods anyway)

I've been planning to make an expansion of trucraft called trumech which is essentially technic with no formspecs, could that be helpful?

I'm not registered for GitHub
Usually doing for my server specifics stuff
For example:
will need textures 32 (nodes),64 (tools)
I'm not at liberty to ask them from the developer :)
or mod MT 4.7 and my server was MT 5.0
had to rule by myself
now it's a lot easier I can give a bug report (release 5.1,server 5.2 compatible )

Thank you for adding to the repo. Checked you haven't added up everything.
just replace it from the archive tools.lua,nodes.lua,items.lua,craft.lua
It won't work like that !

Imk wrote:I'm not registered for GitHub
Usually doing for my server specifics stuff
For example:
will need textures 32 (nodes),64 (tools)
I'm not at liberty to ask them from the developer :)
or mod MT 4.7 and my server was MT 5.0
had to rule by myself
now it's a lot easier I can give a bug report (release 5.1,server 5.2 compatible )

Thank you for adding to the repo. Checked you haven't added up everything.
just replace it from the archive tools.lua,nodes.lua,items.lua,craft.lua
It won't work like that !

Huh, maybe something went wrong in the merge. I'll see if I can fix it.